The following Wonder War DM Iron 200 pop strategy isn't new, but it’s useful for WW newbies who just start the game and don't know what to do, or maybe some experts who want to improve their knowledge. It also includes really useful general Wonder War tips. NOTE: At least an INTERMEDIATE DM skill is needed to apply this strategy in its hole potential. It’s imperative that you read the document entirely before putting it in practice, don’t start reading and then give up at the middle because it will cause misunderstandings. It works better for 2vs2 wonder war where you are assigned to build, or 3vs3 to defend, and its quite easy, but some players don’t realize its defensive potential. The best civs for the strat are Greek (for their fast building, and needed units), Carthaginian for the tech needed; I guess Babylonian and Shang would be useful too, but I never tried with them. I definitely recommend Greek therefor the incoming document is made for Greek but Carthaginian can reach almost all the techs too.
As soon as you start queue about 7-10 villagers in you TC and build about 5 more TCs where you will queue more villies (about 7-10 in each one). As soon as you start getting more and more villies build two Government centers a Granary and two Markets (this step should be completed as fast as possible, as its critical for defense). Research ballistics and Alchemy in the GCs, guard tower in the Granary, Craftsmanship and Coinage in the markets. With two idle villagers build houses. With the others build mass towers in a way they cover all the perimeter where you could be attacked, but BE SURE TO LEAVE STONE ENOUGH FOR THE WONDER. As the towers are being finished start your wonder with idle villagers, about 20-30 of them (your villager pop should be of about 70) with the others MINE STONE AND CHOP WOOD; STONE and WOOD are the keys of this strategy. Research engineering on 1of the GCs.
If you see you are short of time send all the villies you can to build the Wond.
When you had finished your Wonder the enemy will start rushing , build Town Centers, all in front of the towers and between them fixed in such a way they work as a wall. Build towers all near the wonder (about 12 tiles from it) the space between these towers and the wonder should be filled with massive heles and priests later on. When the inner towers are finished build more TCs between and around the towers near the wonder, but leave some place to build 3-4 Siege Workshops and some temples. The TCs should cover as much as possible. Further on I’ll explain my reasons for the TCs. Use your market to research craftsmanship, and queue some Ballistas in your Siege Ws. Research the helepolis. Your partner should build mass scythes and cats or heles depending on the enemy civ (these are the best against the units that can break into your town defenses, which are massive: Persian or Carthaginian (not too dangerous) eles, cats and heles. The other cavalry, archer, or barrack units are totally useless against the Tower- TC strategy). All this should be finished in 15-min (2.0) in the worst of the cases, I can make it on 8:40 (2.0), but the time depends in the quantity of TCs you build. Once you finished* set immediately on defensive, build mass heles (I said heles NOT CATS) and priests.
Critical Points:
Get a lot of villagers (about 100), they are the key for fast building and getting resources.
Manage the villagers in such a way they are never idle.
Research the technologies explained above as soon as you can.
Build the defenses as fast as possible.
Never build the wonder without solid defenses, this would result in nothing but a destroyed wonder.
Its critical to build the Wonder before the enemy does( this is a defensive strat.)
The town centers should flood your town in such a way they work as obstacles if not walls.
You MUST leave a space between the Wonder and the inner towers where you build Siege WS and temples, and further on deploy heles and priests.
Getting elite units is a key to a well-defended town, therefor you must research every technology that improves Priest and Heles and Towers.
MINE, chop, and mine; get as much stone and wood as you can, gold is also needed in a smaller scale.
Town centers can be replaced by another cheaper building, but you won’t get the same result.
You must have an outer base, as your town should be totally sealed you must get some villies out and build out before closing your place completely. Use this villies to get resources and some defensive units to set traps to the enemy while he is attacking you, for example: if some cats are taking down your towers with impunity send them some cavs and take ‘em down. An unexpected flank counter-attack is the best way to defend from seige. But don’t get so excited, keep your cavalry hidden always in a different place or else divide it in two equal parts your enemy won’t attack twice the same way. This is one of a hundred ways of setting traps to your opponents.
Never count on your ally to go on. After playing several Wonder Wars I realized that the Zone is full of assholes. 50% of the times they resign, or give you all their resources and watch you play.
You must be very careful of the way you defend your fortress; a good player should be able to combine cats and heles in such a way they can kick your ass really bad. Once they had opened a big hole they can send their flood units and reduce your town to ashes. That’s why your partner should build the heavy outer defenses. But as I said before, you can’t always count on your ally. Anyway, there isn’t a perfect strategy.
A huge perimeter is expensive and hard to defend; a small one is too exposed to cat hits; find the most suitable size according to the type of map.Here are some reasons for this strategy:
Town Centers are stronger than walls and more expensive, but less vulnerable to flooding units (infantry, cavalry archers with some exceptions), and they don’t use stone. Any unit (especially cats AEs and heles) and can make a big hole in a wall (even a tripled wall) in seconds and manage in your town. Town Centers cover four tiles and got 740 HP s, its harder for any massed/ not massed units to make a hole through a town flooded with TCs and Towers (in a smaller scale).
Cheap fast-produced flooding units such as scythes legions and cents (not so cheap indeed) are usually used for early rushes in wonder wars. Players usually send these units directly to attack the wonder and the defenses are easily bypassed. What Town Centers do is to fill in all the spaces so that the units aren’t able to flood into your town, this way, towers will be able to kill ‘em all despite they are 200 or 300 of them.
When your teammate is an asshole and masturbates while you are building like a black man .
Useful modifications and tips
The spot near the wonder should be filled with heles and priests so any unit that some way managed in goes down.
Spread all over the map, mine as much stone as possible even your partner’s. You can also ask him for stone, but tell him to research COINAGE first, it removes the 25% tribute fee.
Greeks are definitely the best, and should be combined with Hittite or Babylonian (if you want a more defensive game)
Tell your team mate/s to build TCs and towers themselves.
Building a decoy wonder is a good idea when you are high on resources.
If you finished building the wonder first set immediately on defensive, and tell your mate/s to do so. Attacking at this stage of the game is pointless and can cause a heavy counter-strike from the other team that could be fatal. Otherwise if you were the last one, don’t attack until you have a good bunch of units. A good idea is to fix a strategy with your partner based on the enemy units; for example: an attack against a Persian-Greek team should be done with massive heles and cats, so you (Greek) could build the heles and your mate the cats.
Defending against a Persian rush (60-70 Armored eles) = massive Priests (15+) and heles (+35) behind the TC walls and towers. Don’t be a fool and take out the priests/heles from behind the walls it could be a really expensive massacre. Let the enemy charge, they have no chance of hurting you. The priests should be grouped for optimal use of their faith; let the heles attack by themselves while you take care of your hollys. Priests are the key against Persian rushes, as 30 heles just can’t do with 80 AE you must help them converting not the charging AE nearer to them (these are the ones about to die) but the ones which are about the end of the priests conversion range.
Useful newbie tips
Be sure you know your partner from other coop games and share this doc with him, there’s nothing worse than a bad teammate.
The civs in your team should be chosen wisely taking into account your enemy’s civs and your partner’ s.
Building in a corner is a good idea, so the number of towers covering the flanks is dramatically reduced and more can be built in the front.
Use the terrain to your own advantage, build towers uphill, use forests as walls, etc.
Never, but never in the whole damn life build cats near your town, if just one enemy unit manages to get in, the cats could make a real mess.
Never chop strategic forests that work to your advantage as walls.I got some Screen Shots but I wasn't able to upload them
Thank you for reading this long boring doc . Please post any suggestions, questions or modifications that can be made. If you think you can add something constructive, please do it.
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